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Welcome to SpaceSimCentral.com

It was a daring move to follow those weak comm signals out this far into space, but you lucked out. You have found SpaceSimCentral, a station that has been tucked away for some time at the edges of our galaxy where only the brave and adventurous travelers dare to go to seek fame and fortune. SpaceSimCentral is one of the last stops before you set off on new adventures in the vastness of deep space. We do get many travelers that tell great tales of merchandise and even things you can get for free if you know where to look. So, finish docking your ship and check-in your valuables and spend some time chatting with the locals on the station and maybe you will discover something you have been waiting a whole lifetime to find.

Enough of the intro, I'm DarkOne the Admin of SpaceSimCentral and we have been around a few years and are striving to become a great source of news, lore and a file repository for your favorite and upcoming space/scifi gaming titles. I have always tried very hard to make SSC a community where both developers and gamers can discuss what they want to see in games and developers can show off what they are working on and get honest feedback from gamers first hand. To all of the developers out there, SSC has always been very accommodating to developers in that we give them free forum space here on SSC to discuss their games with the public. There are quite a few projects going on here at SSC so you might as well join in on the fun as well.

So have fun exploring SSC, the site is going through some major changes and will probably continue to change for the coming months. But this is for the good and I look forward to peoples opinions on what they think and with any luck I can get some members to write up some articles and blogs about their favorite games so I don't have to do all the work. So checkout what SSC has to offer and do register and let us know of any new games or help us out with locating old mods/patches. Enjoy the community and see you in the forums.

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Please vote for some or all of these indie game titles to help get them on Steam to be sold. This helps support the hard working devs and it supports the space gaming community by having more games available.

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Latest Forum Topics

Proof of Concept Teaser for The Leviathan.
Developed with the assistance of Bord Scannáin na hÉireann/ the Irish Film Board
Created by Ruairi Robinson. With a script by Jim Uhls (screenwriter of FIGHT CLUB)

Sooo here's a quick update from us; we're busting with excitement here with e-mails flying about getting the finishing touches ready and heavily testing the alpha demo to minimise some of the bugs.

Over on IndieDB there's a potent announcement of the impending IndieGogo campaign (no longer Kickstarter, explained on page) we talk about the progression of the game to closed alpha, there's a cool GIF of a station exploding/disintegrating and a set of serene HD wallpapers of partially eclipsed planets to take a look at!

Here's the latest video from Brian as he tests one of the alpha builds running on his mac in OSX with commentry.

Wow this is impressive at the speed in which %OnePercent% completed that task.... all I have to say is use that 10K Pounds to get a social life because he needs to get out more and away from Elite. He said he averaged 12-16 hrs per day playing.... I am lucky to play a game that much in a week

So, I'm new to Pioneer and it looks really cool, but I can't control my ship for crap. Any help on how to set it to "WWII dogfights in space" mode or just help to control the Newtonian flight would be great. I'm using am XBOX 360 controller

I'm trying to run this on Win 7 Home Premium, and having the garbled text issues that were apparently limited to Win 8 and Win 7 Ultimate (I guess home premium might just be ultimate with a different label, though). Is there any known fix for this, or at least a known cause?

Also another issue came up that I'm not sure is a bug or what. The stations seem to be busy basically forever, and sitting around spamming tab never gets any other response other than "try again in a few seconds". Maybe I just got unlucky but after 3 restarts and multiple different stations, I was never able to get them to say anything else.

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As I have already said, I would not count on this. The game compression and asset removal is unlikely to yield such high gains that we will be able to reduce our client size to 30-40gb. The size and number of assets that are left to deliver means that our client size is much more likely to be 100gb.
Also, yes we are optimizing game patching for speed and to only deliver diffs, but this is unlikely to reduce actual patch size. Again, each patch has 100s of assets, each of these assets are at times 200mb, this leads to 2-6gb patches, and if we end up doing a file type re-factor and have to re-download 30-40% of the assets on the hard-drive, then the patch will be 14-20gb.

Think they will need a bigger USB stick if they still intend to send the game out and if they don't I don't think I will be downloading it any time soon.

Our latest update for X: Rebirth is now available. New features include:

• New generic missions and new upkeep missions for easier station management.
• New ships: The new Onil mining ships available in the Canteran shipyard in DeVries.
• New "Container Magnet" which helps to attract nearby collectables to the player ship.
• Easier navigation through text search field in map.
• New FXAA graphics option.

And among the many other improvements in 3.50 are:

• Improved station manager and station owned ship trade behavior.
• Improved balancing and accuracy of combat calculations when player is not present.
• Improved response of player owned stations to nearby player ships being attacked.
• Completely reworked Russian localization.
• Improved support for UI-modding and much more...

We also have a Free Weekend running on Steam until the 15th of March for all of our X series games, and the very first Alpha test version of X: Rebirth for Linux is available through Steam Play.

I loved this and combat is going to be great with all these effects, I'm such gfx are ramped all the way up. I would be interested to see what it looks like at medium and lower settings. But the damage modeling is looking good and will be fun to get out of your ship after a long run and check out how the ship faired on the mission(s) and decide whether to fix it up and make it all shiny again.

Latest development video for Shallow Space, a 3D RTS in production. Vincent Van Diemen, producer of Nexus: The Jupiter Incident, joins the team (more on that over on IndieDB) and we are nearly ready to head up the crowd funding.

Bit of a punchier promo video from us this time after a scenic build-up. Development shifts temporarily to dressing up the graphics to add a little more wow factor, explosions get a lick of paint as does the general ambiance - under the hood the rudimentary mining mechanics are put into place.

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